hehehe20.wad

PWAD 76 KiB 1 map(s)

Counts

endoom0
graphics0
lumps11
maps1
palettes0

Totals (across maps)

Things199
Linedefs732
Sectors125
Monsters35
Items65
Raw model (for completeness)
{
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    "sha1": "ad4b51d782fd3b393396ac7af2228660946fa879",
    "sha256": "47509035cb3beb02f501ce7752e9b2555daaf1e5c0ba2030342300ee41b64a1c",
    "filenames": [
      "hehehe20.wad"
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    "additional": {
      "engines": [
        "DOOM2"
      ],
      "iwad": [
        "DOOM2"
      ],
      "filename": null,
      "added": "2013-11-03 17:47:59",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png"
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    "added": "2013-11-03 17:47:59",
    "file": {
      "type": "PWAD",
      "size": 77934,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ad4b51d782fd3b393396ac7af2228660946fa879/ad4b51d782fd3b393396ac7af2228660946fa879.wad.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01"
      ],
      "counts": {
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        "graphics": 0,
        "lumps": 11,
        "maps": 1,
        "palettes": 0
      },
      "engines_guess": [
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      "iwads_guess": [
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    "text_files": [
      {
        "source": "readmes",
        "name": null,
        "contents": "This is the first, and hopefully not last, Chuckwad...  I have made\nsome discoveries during the making and testing of this map!  I don't\nknow if it's common knowledge among Doomers, or even known at all, but\nI've found that barrels, if put close enough to a teleporter, will go\nthrough the tele while exploding, or even without exploding!  And, I found\nout (the painful way) that teleporting into a barrel makes it explode!\n(hehehe)\n\nThere is a demo of the wad, and the tricks and traps included with this file.\n\nAnyway, this is hehehe.wad... it has several tricks to it, so here they are:\n\n1: I know this looks like a lot of stuff! (it is) But once you spend some\ntime exploring, you'll get used to what is activated by what!  All this\ncomplicated stuff makes it easy to tell where the other players are, and you\ncan't be snuck up on very easily...  During testing, there were TONS of frags\nand lots of action!  The wide open spaces and teleporters are set up so that\nplayers can shoot at each other from a distance and/or get real close real\nquick!  I tried to make sure that every hiding place has it's disadvantage\nor \"backstab\" and so does getting the BFG and Plaz (which are waaaaay too\npowerful to be just given to players without cost or risk).   I also made the\nMajor rooms have very easy to remember color and/or texture schemes, once you\nwalk around a few times, you'll see Red, Blue, Brick, or Wood and know\nExactly where you are!  (you're welcome) (and the red guy finally has a room\nwhere he's not sticking out like a sore thumb!)\n\n2:  To get the lift between Red room and Stone room to activate, the\nthird barrel from the left (on the north ledge behind the Stone sniping\nroom) must be blown up. (don't ask me why 'cuz I don't know, but it's cool!)\n      (try pushing on the lift before blowing up the barrel...)\n\n3:  To get the BFG9000, you can either walk around that stupid ** fence **\n(which is all highest strength acid)  or, after the barrel trap (or one of\nthem anyway) (explained below) has been taken care of, you can run thru the\nPlaz tele and thru the north tele (which is the one with blue and red flame)\nand you will be right next to the platform which is now on the floor (going\nthru the Plaz tele activates the lift) turn 90 degrees to your right and\nBAMM!, there's the BFG! (or stand next to the lift and wait till some other\nfool does it! hehehe)\n      ** to raise the fence, go down the Blue sniper room to the south end,\n       there is a hidden panel there.  go thru and shoot the door in front\n       of you to open it, then go thru and hit the switch (with the spacebar)\n\n4:  To SAFELY get the plaz, (unless you LIKE dying) you can shoot the barrels\nin front of the tele (on the south wall of the Blue room)activate the lift\n(which  takes several seconds to get out of your way) and go thru... then\n(if you're the 1st one thru) you will be surrounded by barrels! (hehehe)\nThere are two places where you can shoot the barrels (ONCE EACH WITH THE\nPISTOL!) to move them out of the way and squeeze thru, now you can drop down\ninto the dark (which activates the rising stairs to the Berserk platform)\nand get the megasphere and go through the other tele to get back into the\naction! (or wait till some fool comes in and blow up the barrels! hehehe)\n\n5:  The lift in the Brick corridor is accessible from all four sides,\n(the two sides of the hallway, the Pulse room, and the health room)  it\nis also activated by anyone pressing on the south wall in the health room,\nor anyone crossing a certain line in the panel hallway (just east of the\nlit 'T' in the hall).  Part of the lift is a little gray pillar with blue\nlights on it (by the Blood curtain), so when the lift goes down, so does\nthe pillar!  (you can watch for enemies to come through, but you can also be\nfooled by the other line which activates it!)\n\n6:  The Stone sniper room is a death trap!  There is a skull switch on the\nwall right next to the Stone/Blue tele,  you don't hit the switch to activate\nit, just walk along the wall next to it, and it starts a crushing ceiling in\nthe sniper room (and if the barrels are still up there, KABOOM!) the sniper\ncan escape by jumping down into the Stone room, or running back into the Wood\nroom. (btw the crushing ceiling is stopped by crossing the second to last\nstep on the way down to that sniping room)\n\n7:  (isn't this getting complicated!?!) there are several places that, when\nwalked thru, switch the lights on and off in the sniper rooms! (aren't I\nevil!)  The steps down to the Stone sniping room and the section of hallway\nbetween the Stone and The Red rooms strobes the lights in the Blue sniping\nroom.  The steps up to the Berserk platform strobe the lights in the Stone\nsniping room.\n\n8:  The crates in the Stone room will go up and down during the game, and\nthere are two lines that are crossed to make this happen.  The steps in the\nBrick hallway (between the Stone and Blue rooms) will drop the crates to the\nfloor, and one of the steps in the hall west of the Red room will raise them\nup by one crate height (64 pixels).\n\n9:  The diagonal lift in the middle of the Blue room is activated by\nwalking thru the Blood curtain or by walking off the north edge of the\nBerserk platform.  The lift in the Red room is activated by either pressing\non it (like normal), walking up to it (the step up to that area), or pressing\non the walls between the Stone and Blue rooms (between the skull switch and\nthe Brick hallway).\n\n10:  There is a Rad suit in the cove off the Red room, that might make\nclimbing the fence to the BFG a little easier.  In the cove off the Stone\nroom, (the one with the animated SNAKE walls) there's a light amp goggle\nand an inviso sphere.  In the cove in the Brick hallway there's a set of\nblue armor.\n\nThe only bug I found is that from a certain small part of the BFG fence\n(near the lift), you might see a hole in the texture(damn textures! hehehe).\nIf you find any other bugs, or come up with even more devious and evil\ntraps, let me know!\n\nFeel free to expand on or rearrange this map and distribute it!  Just please\nleave my name in here, and keep the name similar to 'hehehe'.\nSnakeeyes @ the Wild Onion!\n\n#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*\n\nSpecial Thanks to Don \"Treygood\" Good!  for the inspiration (taxi1c!) and\nDesiato \"The Postage Stamp Screen\" at The Wild Onion! for egging me on! (now\nthat's a true DOOMer!)\n\n*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#"
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    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "doom",
      "stats": {
        "things": 199,
        "linedefs": 732,
        "sidedefs": 965,
        "vertices": 662,
        "sectors": 125,
        "segs": 1031,
        "ssectors": 326,
        "nodes": 325,
        "textures": {
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          "SKSNAKE2": 3,
          "GRAY1": 12,
          "FLOOR0_3": 12,
          "ICKWALL2": 4,
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          "BIGBRIK3": 32,
          "MFLR8_4": 31,
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          "METAL": 21,
          "WOODMET2": 1,
          "STEP5": 11,
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      "monsters": {
        "total": 35,
        "by_type": {
          "chaingun_guy": 1,
          "imp": 9,
          "shotgun_guy": 1,
          "zombieman": 24
        },
        "by_category": {
          "boss": 0,
          "hitscanner": 26,
          "melee": 0,
          "projectile": 9
        }
      },
      "items": {
        "total": 65,
        "by_type": {
          "ammo_box": 7,
          "berserk": 1,
          "bfg9000": 1,
          "blue_armor": 2,
          "cell": 1,
          "chaingun": 5,
          "chainsaw": 1,
          "invisibility": 1,
          "light_amp_goggles": 1,
          "medikit": 6,
          "megasphere": 1,
          "plasma_rifle": 1,
          "radiation_suit": 1,
          "rocket": 6,
          "rocket_box": 1,
          "rocket_launcher": 1,
          "shell_box": 12,
          "shotgun": 1,
          "stimpack": 4,
          "super_shotgun": 11
        },
        "ammo_by_category": {
          "bullets": 7,
          "cells": 1,
          "rockets": 7,
          "shells": 12
        },
        "weapons_present": [
          "bfg9000",
          "chaingun",
          "chainsaw",
          "plasma_rifle",
          "rocket_launcher",
          "shotgun",
          "super_shotgun"
        ]
      },
      "mechanics": {
        "teleports": true,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 35,
        "uv_items": 65,
        "hmp_items": 65,
        "htr_items": 65
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
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        "music": null,
        "source": "marker"
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